The proposed changes for the upcoming age are fairly ambitious. Here I'll strive to cover what we're looking at on the gameplay side of the house; there might be other things that are not covered.
Overall themes for the gameplay changes -- more to do outside of war, reduce the effectiveness and possibility of 'cow' provinces, aiming to make 'hybrid' strategies more viable and reduce gain manipulation techniques. There are some potentially major shakeups relative to the accessibility of some spells and operations.
Mechanics
SOT change - we are considering adding a 'last seen' line to SOTs that will show most recent activity in addition to displaying information related to any active Kingdom Ritual
Scientists - generated on a flat ratio similar to wizards instead of via RNG.
Explore pool - remove kingdomwide explorepool and replace it with province level exploration pools.
Paradise - will no longer consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)
Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW
Networth Protection - Significantly reduced for spells and sabotage operations.
Op success rate - Success rates made significantly easier to achieve
OOW honor gains - Significantly reduced.
WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.
WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional 'tier' that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.
Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.
The War Win bonus will also include a provision of additional land to every province's individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.
WAR - Exploration during End Of War Cease-Fire will have no increased cost penalties.
Several New Spells dedicated to the Paladin Personality Only:
We would like to continue taking suggestions for more self spells that would be Paladin Only. Please use this thread to make suggestions, or comment on these as proposed.
Kingdom Rituals
Spells
Races
Note -- One New Race Added
Avian
Attack time -25%
Birth Rate +40%
Can Train Elites with Credits
Penalties
Battle Gains -10%
Can't Use Stables
Minus 2000 Starting Spec Training Credits
Spell book: Fanaticism, Greater Protection, Bloodlust
Elite: 11/4, 775 gc, 10.5 NW
Dwarf
Bonuses
Building Efficiency +25%
Construction Cost -100%
Construction Time -50%
Use Credits to Raze
Access to Greater Arson
Penalties
Food Consumption +100%
Can't Accelerate Construction
Spell book: Mystic Aura
Elite: 7/9, 900 gc, 10 NW
Elf
Bonuses
Instant Spell Damage +25%
WPA +35%
Military Casualties -35%
Towers Efficiency +20%
+2 dspec strength
Penalties
Wages +50%
Spell book: Clear Sight
Elite: 9/7, 1000 gc, 10 NW
Faery
Bonuses
All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)
Penalties
-10% income
-5% population
Spell book: All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)
Elite: 5/10, 1050 GC, 11 NW
Halfling
Bonuses
Max Population +10%
Thief Cost -50%
TPA + 40%
Extra Stealth +1
+1 ospec strength
Penalties
Birth Rate -10%
BE - 5%
Spell book: Aggression, Mage's Fury
Elite: 6/8, 700 gc, 9 nw
Human
Bonuses
Income +30%
Immune to Income Penalties
Increase Scientist Generation Rate +25%
Penalties
WPA -10%
Spell Cost +50% Runes
Spell book: Greater Protection, Quick Feet
Elite: 11/5, 1050 gc, 11 NW
Orc
Bonuses
Battle Gains +20%
Draft Cost -100%
Enemy Casualties on Attack +15%
Penalties
Military Casualties +10%
TPA -10%
Spell book: Bloodlust, Reflect Magic
Elite: 13/2, 1000 gc, 11.5
Undead
Bonuses
Carries & Immune to Plague
No Food Required
Offensive Casualties -50%
Def Troop Losses 50% to solds
Convert Specs to Elites
Ospec strength +2
Mana +1 in WAR
Penalties
Science Effectiveness -15%
Can't Train Elites
Basic Thievery Only
Spell book: Town Watch, Nightmares
Elite: 11/3, 11.5 NW
Treant
Bonuses
Thief Damage +30%
Does not suffer from desertions due to overpopulation
All Specs worth 8
Access to Assassinate Wizards
Penalties
-3 Generals
Attacks time +10 hours
Cannot train or send aid if severely overpopulated
Soldiers are 0/0, and can also be released to the forest, this means removed from the province with no corresponding peasant gain (you will also have the option to release to peasants as normal, but a method to reduce population to within operational specs is needed since sending soldiers via Aid is removed during this state)
Spell book: Greater Protection
Elite: 12/12, 1200gc, 14 NW
Personalities
Cleric
Bonuses
Military Casualties -35%
Plague Immunity
Starting Bonus
Soldiers +800
Spec Credits +800
Spellbook
Animate Dead
Greater Protection
Heretic
Bonuses
Magic & Crime Science Effectiveness +20%
WPA +20%
Runes Refunded 35%
No Wiz Killed on Failed Spells
No Thieves lost on Failed Ops
Spell and Op Damage +10%
Starting Bonus
Starting Wizards +100
Starting Thieves +200
Spellbook
Nightmare
Blizzard
Revelation
Mystic
Bonuses
Guild Effect +100%
Magic Sci Eff +75%
Spell Damage +15%
Starting Bonus
Starting Wizards +600
Spellbook
Chastity
Meteor Showers
Revelation
Rogue
Bonuses
Thievery Sci Eff +50%
Thieves' Dens Eff +50%
Extra Stealth / Tick +1
Access to ALL Thief Ops
Starting Bonus
Starting Thieves +400
Spellbook
Gluttony
Revelation
Sage
Bonuses
Abduct Protection +30%
Science Effectiveness +25%
Starting Bonus
Starting Scientists +25%
Spellbook
Amnesia
Tactician - unchanged
Bonuses
Attack Time -20%
Accurate Espionage
Starting Bonus
Starting Soldiers +800
Spec Credits +800
Spellbook
Clear Sight
Warrior
Bonuses
Generals +1
Off Military Eff +10%
Full Conquest Access
Additional +10% OME in war
Starting Bonus
Starting Soldires +800
Spec Credits +800
Spellbook
Fanaticism
War Hero
Bonuses
Battle Gains +5%
Honor Bonuses +100%
Income Penalty Protection
Dragon Immunity
Convert Specs into Elites
Starting Bonus
Starting Elites +800
Spellbook
War Spoils
Pitfalls
Paladin
Bonuses
Can Cast Self Spells on Kingdom Members (success will be based on WPA)
Troops attacks dragon with 20% more strength
Spellbook
Fool's Gold
Paladin's Inspiration
Scientific Insights
Illuminate Shadows
Wrathful Smite
Divine Shield
Magic Ward
Barrier of Integrity
We have created several threads for your feedback:
Races
Kingdom Rituals
Other
Paladin Only Spells